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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech


Thomas P.

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12 hours ago, Sigma88 said:

are you using any planet packs? if you are, you should report this issue to the devs of that planet pack

 

if you are not, click the nyan cat in my sig and upload the rest of the files listed there

I have a planet pack but the author haven't reply yet.

So I test the situation by myself.

It appears that the orbit change situation happens more often while using high max delta time, it makes the game lag and cause the issue.

While using 0.02 max delta time. the game runs at 40% speed , have a smooth fps and the issue rarely occurs.

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4 minutes ago, Iso-Polaris said:

I have a planet pack but the author haven't reply yet.

So I test the situation by myself.

It appears that the orbit change situation happens more often while using high max delta time, it makes the game lag and cause the issue.

While using 0.02 max delta time. the game runs at 40% speed , have a smooth fps and the issue rarely occurs.

did you manage to reproduce this issue without the planet pack in question?

if you are getting the bug on a stock install with only kopernicus, MFI and MM it would help a lot narrowing down the culprit

 

In any case, I'll need you to find the minimum amount of mods that causes the bug, then click the nyan cat in my sig.

you'll find a list of files that we need to debug issues. upload those and we'll take a look as soon as we have some time

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I'm trying to make a planet mod that repositions Kerbin into orbit around a temperate gas-giant. However, every time I run the game, the Space Center doesn't show up. Here's my code:

Spoiler

@Kopernicus:AFTER[Kopernicus]

{

    @Body[Kerbin]

    {

        @Orbit

        {

            @referenceBody = Cavran

            //various orbital parameters, which are included in the actual code, but have no relevance here

        }

    }

}

I checked if Kerbin loaded in the tracking station, and it did. However, the Space Center doesn't load. Can somebody please explain what I'm doing wrong and how to do it correctly?

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32 minutes ago, UranianBlue said:

I checked if Kerbin loaded in the tracking station, and it did. However, the Space Center doesn't load. Can somebody please explain what I'm doing wrong and how to do it correctly?

to reparent kerbin you can't change the referencebody for KSP reasons

but you need to add this node inside kerbin's body node (just after the Orbit node is fine):

PostSpawnOrbit
{
	referenceBody = Cavran
}

 

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So...

The new update has really messed up the lighting system for the stars. For example:

screenshot29.png?dl=1

The planet appears to be lit by Kerbol, even though it's orbiting a different star.

Is there any fix for this?

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38 minutes ago, EricL said:

So...

The new update has really messed up the lighting system for the stars. For example:

The planet appears to be lit by Kerbol, even though it's orbiting a different star.

Is there any fix for this?

is this a custom system you designed or is it a planet pack developed by someone?

if so please report this issue to them, they'll know what to do

 

EDIT:

I guess it's for your mod

your problem is that with the new kopernicus planets can be illuminated by multiple stars.

by default each star has an infinite range, so that's why your planet is illuminated by both

you need to add inside the Light node of every star an intensity curve

in this post thomas explained the syntax

 

PS: for the distance, take the amount of kilometers you want and divide by 6

Edited by Sigma88
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1 hour ago, Sigma88 said:

your problem is that with the new kopernicus planets can be illuminated by multiple stars.

by default each star has an infinite range, so that's why your planet is illuminated by both

you need to add inside the Light node of every star an intensity curve

in this post thomas explained the syntax

 

PS: for the distance, take the amount of kilometers you want and divide by 6

Added the light intensity curves and it didn't help.

Here's my cfg if you're interested:

        	ScaledVersion
        	{

			Light
			{

				sunlightColor = 1.0, 1.0, 1.0, 1.0

				//sunlightIntensity = 0.45

				IntensityCurve
				{
					key = 0 0.65
					key = 1000000 0
				}
				scaledSunlightColor = 1.0, 1.0, 1.0, 1.0

				//scaledSunlightIntensity = 0.45
				ScaledIntensityCurve
				{
					key = 0 0.65
					key = 1000000 0
				}
				IVASunColor = 1.0, 0.977, 0.896, 1.0

				//IVASunIntensity = 0.34
				IVAIntensityCurve
				{
					key = 0 0.54
					key = 1000000 0
				}

				sunLensFlareColor = 1.0, 0.6, 0.0, 1.0

				sunAU = 0

				brightnessCurve
				{
					key = 0 0 0 25
					key = 0.01 0.105 0.5 0.5
					key = 1 0.6 0.5 0.5
					key = 5 3 0 0
					key = 10 3 0 0
					key = 50 2 0 0
					key = 200 2 0 0
				}
			}

			
				Material

            		{

                		emitColor0 = 0.848,0.65,0,1.0

                		emitColor1 = 0.848,0.65,0,1.0

                		sunspotColor = 0.0,0.0,0.0,1.0

                		rimColor = 0.8,0.8,0.8,1.0

						rimPower = 1.5

						rimBlend = 2

            		}


            		Coronas
            		{

                		Corona
                		{

                    			rotation = 3

                    			speed = 9

                    			updateInterval = 5

                    			scaleLimitX = 5

                    			scaleLimitY = 5

                    			scaleSpeed = 0.8


                    			Material
                    			{

                        			texture = Kerbal Exoplanets/Keldo System/corona

                        			inverseFade = 2.553731

                    			}

                		}


                		Corona
                		{

                    			rotation = 3

                    			speed = 9

                    			updateInterval = 5

                    			scaleLimitX = 5

                    			scaleLimitY = 5

                    			scaleSpeed = 0.8


                    			Material
                    			{

                        			texture = Kerbal Exoplanets/Keldo System/corona

                        			inverseFade = 2.553731

                    			}

                		}

			}
		}
      }
}

 

Edited by EricL
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15 hours ago, EricL said:

Added the light intensity curves and it didn't help.

Here's my cfg if you're interested:

 

Those curves will probably require more than 2 key defined

If you want to see what your curve looks like I suggest trying this mod:

 

Edited by Sigma88
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19 hours ago, Sigma88 said:

Those curves will probably require more than 2 key defined

If you want to see what your curve looks like I suggest trying this mod:

 

I think the stock sun needs its intensity curves modified, because if it's set to default I'll have to limit the range of the intensity curve.

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On ‎8‎/‎21‎/‎2017 at 7:44 PM, Sigma88 said:

PS: for the distance, take the amount of kilometers you want and divide by 6

I wish somebody had said that sooner.  I had to figure it out by trial and error.

BTW, after adding intensity curves it looks to me like a vessel is illuminated only by the star it is in orbit around.  For instance, as a test I placed a vessel in orbit around the parent star at distance X and it was faintly illuminated by the parent star.  I then placed the vessel in orbit around the faint companion star, but still at a distance X from the parent.  In the latter case it didn't appear as if the vessel was being illuminated by the parent.  In this intended behavior?
 

Edited by OhioBob
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@EricL intensity curves are a custom feature from kopernicus so the stock sun doesn't have one

@OhioBob scaled space is actually 6000 smaller than what the numbers say (for some reason) so if you have to guess a scale in the future, 6000 should be your first guess :wink:

(Btw, I had no idea as well until I tried a couple of days ago)

EDIT:

regarding the vessel question, I don't know if it's possible to have a craft illuminated by more stars, you can try removing the curves and use two stars with different colors, if the craft is illuminated by both stars it should be obvious then

Edited by Sigma88
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28 minutes ago, Julien_kerman said:

When i install kopernicus, i have an infinite loading i hear ksp music but not the menu. I am in version 1.2.2

if you click the nyan cat in my sig you will find a guide describing what wee need you to provide us in order to provvide support

Edited by Sigma88
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3 hours ago, Sigma88 said:

if you click the nyan cat in my sig you will find a guide describing what wee need you to provide us in order to provvide support

 

Here is my .zip archive https://drive.google.com/open?id=0Bz9cWiJP_X1KdmNPRDctcEJwWTg

Edited by Julien_kerman
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3 hours ago, Julien_kerman said:

this is not a kopernicus issue, it's most likely caused by the planet packs you are using.

it might be because you didn't install "RSS-Textures" but that's just a guess, you should ask for support to the developers of the planet packs you are using

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8 hours ago, Sigma88 said:

@EricL intensity curves are a custom feature from kopernicus so the stock sun doesn't have one

Really? Kittopia says that the stock sun has an intensity curve, and changing that in-game seems to fix the problem...

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10 minutes ago, EricL said:

Really? Kittopia says that the stock sun has an intensity curve, and changing that in-game seems to fix the problem...

It has one, but the curve returns the stock intensity for all distances.

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12 hours ago, Sigma88 said:

regarding the vessel question, I don't know if it's possible to have a craft illuminated by more stars, you can try removing the curves and use two stars with different colors, if the craft is illuminated by both stars it should be obvious then

I might run some further experiments later if I feel up to it, but it's not really something I'm particularly bothered by.  In fact, I wasn't even planning to mention it until you wrote. "...with the new kopernicus planets can be illuminated by multiple stars."  While that's certainly true when there are no intensity curves and the starlight has infinite range, but I'm not sure it's true when intensity curves are used.  At least that's what the few tests I performed seem to imply.
 

Edited by OhioBob
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I started looking at some code for other mods, like GPP, OPM, etc., and they don't use HeightColorMap to generate their textures. Instead they use a mod called "LandControl". From the config for Gael in GPP, it seems like Galileo made the color texture using LandControl, and he had more control over the color map. Wanting to make better planets, I tried looking for instructions on how to use this mod, and I found nothing. Can somebody here please show me how I'm supposed to use this mod?

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2 hours ago, UranianBlue said:

I started looking at some code for other mods, like GPP, OPM, etc., and they don't use HeightColorMap to generate their textures. Instead they use a mod called "LandControl". From the config for Gael in GPP, it seems like Galileo made the color texture using LandControl, and he had more control over the color map. Wanting to make better planets, I tried looking for instructions on how to use this mod, and I found nothing. Can somebody here please show me how I'm supposed to use this mod?

Nope. Land control is used in GPP and other planet packs to determine how much and where the scatter objects show up (trees, rocks, grass). Has absolutely nothing to do with the color map. That was made in photoshop. 

Edited by Galileo
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30 minutes ago, Galileo said:

Nope. Land control is used in GPP and other planet packs to determine how much and where the scatter objects show up (trees, rocks, grass). Has absolutely nothing to do with the color map. That was made in photoshop. 

HOWW!!!!!! How did you make Gael using just Photoshop!!!!!! That shouldn't even be possible!

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On ‎8‎/‎21‎/‎2017 at 9:40 PM, EricL said:

Added the light intensity curves and it didn't help.

Here's my cfg if you're interested:

Spoiler


        	ScaledVersion
        	{

			Light
			{

				sunlightColor = 1.0, 1.0, 1.0, 1.0

				//sunlightIntensity = 0.45

				IntensityCurve
				{
					key = 0 0.65
					key = 1000000 0
				}
				scaledSunlightColor = 1.0, 1.0, 1.0, 1.0

				//scaledSunlightIntensity = 0.45
				ScaledIntensityCurve
				{
					key = 0 0.65
					key = 1000000 0
				}
				IVASunColor = 1.0, 0.977, 0.896, 1.0

				//IVASunIntensity = 0.34
				IVAIntensityCurve
				{
					key = 0 0.54
					key = 1000000 0
				}

				sunLensFlareColor = 1.0, 0.6, 0.0, 1.0

				sunAU = 0

				brightnessCurve
				{
					key = 0 0 0 25
					key = 0.01 0.105 0.5 0.5
					key = 1 0.6 0.5 0.5
					key = 5 3 0 0
					key = 10 3 0 0
					key = 50 2 0 0
					key = 200 2 0 0
				}
			}

			
				Material

            		{

                		emitColor0 = 0.848,0.65,0,1.0

                		emitColor1 = 0.848,0.65,0,1.0

                		sunspotColor = 0.0,0.0,0.0,1.0

                		rimColor = 0.8,0.8,0.8,1.0

						rimPower = 1.5

						rimBlend = 2

            		}


            		Coronas
            		{

                		Corona
                		{

                    			rotation = 3

                    			speed = 9

                    			updateInterval = 5

                    			scaleLimitX = 5

                    			scaleLimitY = 5

                    			scaleSpeed = 0.8


                    			Material
                    			{

                        			texture = Kerbal Exoplanets/Keldo System/corona

                        			inverseFade = 2.553731

                    			}

                		}


                		Corona
                		{

                    			rotation = 3

                    			speed = 9

                    			updateInterval = 5

                    			scaleLimitX = 5

                    			scaleLimitY = 5

                    			scaleSpeed = 0.8


                    			Material
                    			{

                        			texture = Kerbal Exoplanets/Keldo System/corona

                        			inverseFade = 2.553731

                    			}

                		}

			}
		}
      }
}

 

I recently wrote intensity curves for GPP and I found that I really didn't care much for a linear function.  In GPP, as well as many other planet packs like RSS and Stock+OPM, the inner planets are bunched closely together with the outer planets spaced much farther apart, often with their distances increasing exponentially.  If a linear function is used in that case, with the zero illumination point set somewhere beyond the farthest planet, there would be very little noticeable change in the light level among the bunched up inner planets.  I thought that from a aesthetic point of view, it looked best to have small but noticeable decreases in illumination for each successive planet moving outward from the star.  To do this I used intensity curves that look like this one:

				ScaledIntensityCurve
				{
					key = 0 1 0 0
					key = 500000 1 0 -2.89E-07
					key = 1000000 0.9 -1.44E-07 -1.44E-07
					key = 2000000 0.8 -7.21E-08 -7.21E-08
					key = 4000000 0.7 -3.61E-08 -3.61E-08
					key = 8000000 0.6 -1.80E-08 -1.80E-08
					key = 16000000 0.5 -9.02E-09 -9.02E-09
					key = 32000000 0.4 -4.51E-09 -4.51E-09
					key = 64000000 0.3 -2.25E-09 -2.25E-09
					key = 128000000 0.2 -1.13E-09 -1.13E-09
					key = 256000000 0.1 -5.64E-10 -5.64E-10
					key = 512000000 0 -2.82E-10 0
				}

Note that the distances increase exponentially (x2) while the light intensities decrease linearly (-0.1).  Although this isn't how light intensity varies in real life, I think it produces a nice visual effect in the game.

As long as your exponential increases and linear decreases are consistent throughout the curve, the slopes can be computed using the formula,

m = X / d

where m is slope, d is distance, and X is given by the formula,

X = (In+1 - In) / LN(dn+1 / dn)

where I is intensity.

Any pair of keys can be used to compute X, because each pair should give the same result.  For example, let's use,

					key = 4000000 0.7 -3.61E-08 -3.61E-08
					key = 8000000 0.6 -1.80E-08 -1.80E-08

where we have,

X = (0.6 - 0.7) / LN(8000000 / 4000000) = -0.1442695

This value of X is then used to compute the slope at any distance.  For example, the slope at a distance of 2000000 is,  

m = -0.1442695 / 2000000 = -7.21E-08

This method gives nice smooth logarithmic intensity curves.  The same basic curve can be used for other stars by simply factoring the distances and/or intensities to account for greater or lesser luminosity, and recalculating the slopes.

Of course you might not like the way it looks and may choose to use something else.  This is only a suggestion.
 

Edited by OhioBob
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3 hours ago, OhioBob said:

Note that the distances increase exponentially (x2) while the light intensities decrease linearly (-0.1).  Although this isn't how light intensity varies in real life, I think it produces a nice visual effect in the game.

As long as your exponential increases and linear decreases are consistent throughout the curve, the slopes can be computed using the formula,

m = X / d

where m is slope, d is distance, and X is given by the formula,

X = (In+1 - In) / LN(dn+1 / dn)

where I is intensity.

Any pair of keys can be used to compute X, because each pair should give the same result.  For example, let's use,


					key = 4000000 0.7 -3.61E-08 -3.61E-08
					key = 8000000 0.6 -1.80E-08 -1.80E-08

where we have,

X = (0.6 - 0.7) / LN(8000000 / 4000000) = -0.1442695

This value of X is then used to compute the slope at any distance.  For example, the slope at a distance of 2000000 is,  

m = -0.1442695 / 2000000 = -7.21E-08

This method gives nice smooth logarithmic intensity curves.  The same basic curve can be used for other stars by simply factoring the distances and/or intensities to account for greater or lesser luminosity, and recalculating the slopes.

Of course you might not like the way it looks and may choose to use something else.  This is only a suggestion.
 

Even though my star systems don't have the inner planets close together, I'll try this out anyway. Thanks :)

 

7 hours ago, Thomas P. said:

It has one, but the curve returns the stock intensity for all distances.

Is it possible to change the curve from a config file? Like from this cfg:

Spoiler

@Kopernicus:AFTER[KOPERNICUS]
{
    @Body[Sun]
    {
        @ScaledVersion
        {
            Light
            {
                IntensityCurve
                {
                    key = 0 0.9
                    key = 10000000 0
                }
                ScaledIntensityCurve
                {
                    key = 0 0.9
                    key = 10000000 0
                }
                IVAIntensityCurve
                {
                    key = 0 0.9
                    key = 10000000 0
                }
                sunAU = 0    //13599840256

                luminosity = 0.136    //1360
                brightnessCurve
                {
                    key = 0 0 0 25
                    key = 0.01 0.105 0.5 0.5
                    key = 1 0.6 0.5 0.5
                    key = 5 3 0 0
                    key = 10 3 0 0
                    key = 50 2 0 0
                    key = 200 2 0 0
                }
            }
        }
    }
}

Except that the game doesn't crash every time I load it up. :/

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1 hour ago, Sigma88 said:

as far as multiple light sources, I can confirm they work even using curves

both on planets and ships

Screenshot%202017-08-24%2000.07.32.png?dl=1Screenshot%202017-08-24%2000.07.55.png?dl=1

OK, cool.  Thanks for checking it out.  I'm not sure why I wasn't seeing it; must have done something wrong.

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